
So ends an era that is my work at EA.
I remember the golden days of working at EA back in 2001. It was hard times for me around that time. I had just took a risk and jumped jobs to go with a friend I met at PCPL, sold to THQ. He quit and went to Midway Games. I was all excited and wanted to do something really fun - a third person shooter remake of Area 51! I mean, hell yeah! That could have been lots of fun, except for 9/11. Shortly after that the studio got shut down, and I was out on my ass.
I was on unemployment for a little while until that same friend that I jumped jobs for got me an interview with EA. Oh yes, the "dreaded" EA where they "work your ass off and then throw you away when they're done with you" reputation. But what could I do. The bills gota be paid, so I went and interview. Next comes the "TFT" contract, where they screw you by saying that you are considered a "full time" employee, but with no benefits. Meaning that you are considered a "salaried" employee, and not an "hourly" one, so you are not bound to the "forty hour week" max rule. Instead, you work overtime and not get paid for it. Nice one. I was stuck. What can I do? Bills had to be paid. The three month contract got extended twice. When it was up, then, they gave me a full time offer. Gee, thanks. I was stuck. What can I do? Bills had to be paid - off to the dungeons I go.
The first project was "Freakstyle". This was a SSX meets Motocross type game, and it was actually pretty fun to work on. The project was a co-dev with Page 44 Studios. Well, color my ass impressed. This freakin corporation's got some nice shit. I was set up with everything I need for production. I was quickly set up with a personal TV hooked up to a PS2 test station that's connected to the workstation. Holy Crap! No more sharing of one test station to every four or five artist! I got a lot of work done! No benefits, still sucked ass.
I was put on the second project right after the first one with no breaks. I was to help out on Bond, Nightfire, building track environments. That was pretty challenging, and I had lots of fun as well. They say that the "third" one's the charm - I guess it was for me, because I was put on the next Bond game: James Bond - Everything or Nothing, "EON" for short. To my luck, I was put on as the only artist on Multi-player. The Art Directed didn't care about the look of it, so I had free reign, baby!!! I did almost everything that had to do with the environments, from concepting, to modeling, to texturing, and even lighting and props - awesome!!! That was my "Golden Era" at EA.
It all went down hill from there.
I just didn't understand how they could take apart an awesome team like EON, where everyone worked well together and can totally make another game just as fast and efficiently. After EON, I was pretty mush a firefighter. I guess they figured that If I was good enough to do everything in a fast and efficient manner, that I could do a lot for projects that are in danger of not making ship date, and so, I that's what I became year after year following crunch after crunch. But what can I do. I was stuck. Bills had to be paid. I dub that time the Dust Bunny Era......
The last era is be Dead Space. This project was indeed challenging, but the challenges didn't come without great sacrifice. What started out as an attempt to be closer to the other half on the other side of the world, didn't quite work out. The job was much more demanding than expected, and what was supposed to be a three month training tour turned out to be eight. By the end, I not only saw very little of the other half, but also blew a major fuse in the noggin as well. But not all was a lost, there I have met and made some good friends. I guess I kinda fell in love with the people on team that I trained and that was totally worth it. The studio was full of eager people who are eager to learn new things and they totally reminded me of me when I first started in the industry - I got swept up by their energies and could not leave them stranded when the tidal wave of work came. They were not ready.
Take us to January 2009, the start of a sequel. This time around it was going to be "different", so we thought. The art team was now armed with the knowledge of all the mistakes and successes that was made on the first one. We made sure we gave tests to potential vendors that we thought would be a good fit. The test was on two areas of production; the artist side as well as the technical side - both are needed for a successful outsourced pipeline. There were four vendors in all that was tested, EASH was one of them. Needless to say that I was proud of the results! EASH was top runner on both counts! So we had a good start, but to make a long story short, the process that the art team came up with to solve the outsourcing issues, were never taken seriously, and so, we are still struggling with getting things organized enough and prepared enough before given the work to our outsourcing co-developers. It has already been twelve months of this BS. I am done! So when the ex-GM and COO left and formed a new company, and a lot of people left with them, including a good co-worker friend, the "writing" was on the Wall. It was time to pump up the ball and bounce... But before I bounce away, I felt that I needed to do what ever I can to help out the team that I had trained. They were good, but still had management problems, so I asked to go for a two week training of the team, because there were a lot of newer artist that I have not met before. I needed to assess the problem and make suggestions and additional training as best as I could. It was sad to know that I may not work with any of them ever again. But hey, what can I do? My mind was fried, my spirits are low, I haven't created content in over three years, and the fun meter here has hit rock bottom - why on earth do they give management responsibilities to artist like me makes absolutely no sense. I need to make the best game art, ever, and that's just not possible for me at EA anymore. I need something more.
In my attempt to bounce a little early, I offer myself as one of the 1,500 "sacrificial lambs" for the upcoming sacrifice to the unemployment Gods. This seems to have become an annual ritual performed in order to appease the corporate bottom line, but no go.
And so, here I sit...tick, tock....
I feel sad for leaving EA, I had some great times and met some good people.